Never mind, I recover it with my back up.trcsb wrote: ↑Sat Oct 26, 2024 8:48 amHi, I appreciate the help; I think I figured out the Infinite ammo. However, I think I made a big mistake editing other things in the heavy bolters' spread. Now my heavy bolter animation will stuck a little bit every time I aim something, then it won't fire not matter in the aiming mode or hip fire mode. Any ideas?DiegoAmorim wrote: ↑Fri Oct 25, 2024 11:24 amMine is working, just isInfiniteClip do the trick:
clipsSettings = {
default_clip = {
ammoType = "ammo_universal_heavy"
maxAmmo = 450
isInfiniteClip = True
__type = "ClipSettings"
}
}
There are two heavy bolters, the "support" is for operations and the "story" is for the campaing, be sure to edit the right one
hwpn_support_heavy_bolter = {
pickupVisualUid = "hwpn_support_heavy_bolter"
and
hwpn_story_heavy_bolter = {
pickupVisualUid = "hwpn_support_heavy_bolter"Code: Select all
hwpn_support_heavy_bolter = { pickupVisualUid = "hwpn_support_heavy_bolter" actorName = "hwpn_heavy_bolter" category = "MACHINE_GUNS" sightPreset = "HEAVY_AUTO" shellDescriptions = { heavy_bolts = { projectileType = { projectileType = "bolter_bullet" __type = "ClientProjectileType" } endEffectsType = "heavy_bolter_bullet" shotCreatorSettings = { headshotMult = 2.6 damage = 4.4 heavyHitDamage = 2.6 damagerLink = { damagerDescUid = "arifle_damager" __type = "DamagerDescriptionLink" } coeffDamage = { spline = [ 0, 1, 100, 1 ] __type = "SplineLinear1d" } penetrationPreset = "Five_targets_penetration" __type = "ShotCreatorSettings" } __type = "ShellDescription" } } barrelDescriptions = { bad_in_blind = { shellName = "heavy_bolts" clipName = "default_clip" shootSettings = { fireRate = { shotsPerMin = 300 __type = "FixedFireRate" } fireRateAffectShootAnim = False shootLogicUid = "autofire" __type = "ShootSettings" } recoilSettings = { cameraRecoilSettings = { recoilByTimeHorizontal = { spline = [ 0, 0, 0.8, 0, 4.5, -1.5, 10, 1.2 ] __type = "SplineLinear1d" } recoilByTimeVertical = { spline = [ 0, 0, 0.8, 0.4, 4.5, 5, 10, 8.5 ] argumentScale = 1 __type = "SplineLinear1d" } riseTimeSpeed = 2.1 recoveryDelay = 0.23 recoverSpeedVertical = 25 recoverSpeedHorizontal = 25 modifiers = { CameraRecoilDeviceModifier = { deviceType = "GAMEPAD" modificatorHorizontal = -30 modificatorVertical = -30 } } __type = "CameraRecoilSettings" } weaponRecoilSettings = { recoilPresets = { BLIND = { baseSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } movementOverrideSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } __type = "RecoilPreset" } MINI_ZOOM = { movementOverrideSettings = { recoil = 1 spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } __type = "RecoilPreset" } AUGMENTED_ZOOM = { baseSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } movementOverrideSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } __type = "RecoilPreset" } } weaponOffSetIronSight = { y = -0.063 z = 0.25 __type = "Vector3d" } __type = "WeaponRecoilSettings" } targetRecoilSettings = { minDistToWeapon = 3 recoilByTime = { spline = [ 0, 0.1 ] __type = "SplineLinear1d" } recoilRecoverSpeed = 2 recoilSectorsCount = 4 recoilSectorAngle1 = 1 recoilSectorAngle2 = 1.2 recoilSectorAngle3 = 1.5 recoilSectorsOrder = "abcdefghijkl" swingSpeed = 1 weaponTurnSpeed = 60 weaponTurnSlowDown = 7 isRotatingToCamera = True __type = "TargetRecoilSettings" } dynamicCameraDistanceSettings = { blindPresetUid = "hwpn_heavy_bolter_blind" miniZoomPresetUid = "hwpn_heavy_bolter_blind" __type = "DynamicCameraDistanceSettings" } __type = "RecoilSettings" } spreadSettings = { minBulletSpread = 1 maxBulletSpread = 1 spreadEnergyDesc = { type = { energyRegenerationRules = { SpreadRegen = { pushPercent = 136 __type = "EnergySpreadRegen" } } __type = "Energy" } __type = "EnergyDesc" } spreadSpline = { spline = [ 0, 1, 25, 27, 70, 40, 100, 32.5 ] __type = "SplineLinear1d" } __type = "SpreadControllerSettings" } isIsolated = False __type = "BarrelDescription" } good_in_zoom = { shellName = "heavy_bolts" clipName = "default_clip" shootSettings = { fireRate = { speedUpSplineFireRatePerSec = { spline = [ 0, 300, 0.8, 600 ] __type = "SplineLinear1d" } slowdownTimerRegen = { type = { recoverSpeed = 1 ticksPerSec = 24 regenStartingDelay = 0.8 __type = "EnergyTimerRegen" } __type = "EnergyTimerRegenDesc" } __type = "FloatingFireRate" } shootLogicUid = "autofire" __type = "ShootSettings" } recoilSettings = { cameraRecoilSettings = { recoilByTimeHorizontal = { spline = [ 0, 0, 0.8, 0, 4.5, -1.5, 10, 1.2 ] __type = "SplineLinear1d" } recoilByTimeVertical = { spline = [ 0, 0, 0.8, 0.4, 4.5, 5, 10, 8.5 ] argumentScale = 1 __type = "SplineLinear1d" } riseTimeSpeed = 2.1 riseRateHorizontal = 4.5 riseRateVertical = 4.5 recoveryDelay = 0.23 recoverSpeedVertical = 25 recoverSpeedHorizontal = 25 modifiers = { CameraRecoilDeviceModifier = { deviceType = "GAMEPAD" modificatorHorizontal = -30 modificatorVertical = -30 } } __type = "CameraRecoilSettings" } weaponRecoilSettings = { recoilPresets = { BLIND = { baseSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } movementOverrideSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } __type = "RecoilPreset" } MINI_ZOOM = { movementOverrideSettings = { recoil = 1 spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } __type = "RecoilPreset" } AUGMENTED_ZOOM = { baseSettings = { spreadMin = 1 spreadMax = 1 __type = "RecoilPresetSettings" } __type = "RecoilPreset" } } weaponOffSetIronSight = { y = -0.063 z = 0.25 __type = "Vector3d" } __type = "WeaponRecoilSettings" } targetRecoilSettings = { minDistToWeapon = 3 recoilByTime = { spline = [ 0, 0.1 ] __type = "SplineLinear1d" } recoilRecoverSpeed = 2 recoilSectorsCount = 4 recoilSectorAngle1 = 1 recoilSectorAngle2 = 1.2 recoilSectorAngle3 = 1.5 recoilSectorsOrder = "abcdefghijkl" swingSpeed = 1 weaponTurnSpeed = 60 weaponTurnSlowDown = 7 isRotatingToCamera = True __type = "TargetRecoilSettings" } dynamicCameraDistanceSettings = { blindPresetUid = "hwpn_heavy_bolter_minizoom" miniZoomPresetUid = "hwpn_heavy_bolter_minizoom" __type = "DynamicCameraDistanceSettings" } __type = "RecoilSettings" } spreadSettings = { minBulletSpread = 1 maxBulletSpread = 1 spreadEnergyDesc = { type = { energyRegenerationRules = { SpreadRegen = { pushPercent = 170 __type = "EnergySpreadRegen" } } __type = "Energy" } __type = "EnergyDesc" } spreadSpline = { sslModule = "math.spline_1d" spline = [ 0, 1, 15, 18, 80, 21, 100, 20 ] __type = "SplineLinear1d" } __type = "SpreadControllerSettings" } isIsolated = False __type = "BarrelDescription" } } barrelSwitcherSettings = { defaultBarrelUid = "bad_in_blind" aimTypeBarrelUidRelation = { ZOOM = { __value = "good_in_zoom" } AUGMENTED_ZOOM = { __value = "good_in_zoom" } } __type = "BarrelSwitcherSettingsAim" } ammoSettings = { typeData = { ammo_universal_heavy = { maxAmount = 0 __type = "AmmoTypeSettings" } } __type = "AmmoSettings" } clipsSettings = { default_clip = { ammoType = "ammo_universal_heavy" maxAmmo = 450 isInfiniteClip = True __type = "ClipSettings" } } aimSettings = { logicUid = "knee" autoAimSettingsDefault = { deviationAngle = 2 autoaimAngle = 2 autoaimDistance = 15 autoaimFalloffDistance = 10 autoaimNearFalloffDistance = 0 __type = "AutoAimSettings" } autoAimSettingsOverrides = { ZOOM = { deviationAngle = 0.8 autoaimAngle = 0.8 autoaimDistance = 45 autoaimFalloffDistance = 35 autoaimNearFalloffDistance = 0 __type = "AutoAimSettings" } AUGMENTED_ZOOM = { deviationAngle = 0.8 autoaimAngle = 0.8 autoaimDistance = 45 autoaimFalloffDistance = 35 autoaimNearFalloffDistance = 0 __type = "AutoAimSettings" } } magnetismSettingsDefault = { magnetismDistance = 15 magnetismFalloffDistance = 10 __type = "MagnetismSettings" } magnetismSettingsOverrides = { ZOOM = { magnetismAngle = 4 magnetismDistance = 55 magnetismFalloffDistance = 45 magnetismNearFalloffDistance = 5 __type = "MagnetismSettings" } AUGMENTED_ZOOM = { magnetismAngle = 4 magnetismDistance = 55 magnetismFalloffDistance = 45 magnetismNearFalloffDistance = 5 __type = "MagnetismSettings" } } __type = "AimSettings" } isOverheatAffectingShooting = True overheatSettings = { continuousHeatingSpeed = 50 barrelsHeatPerShot = { bad_in_blind = { value = 0 __type = "HeatPercentPerShot" } good_in_zoom = { value = 1.2 __type = "HeatPercentPerShot" } } venting = { ticksPerSec = 24 normalRegenDelaySec = 0.8 normalRegenRate = 25 __type = "VentingSettingsFirearm" } coolOffThreshold = 25 __type = "OverheatSettingsFirearm" } __type = "FirearmDefaultDescription" }
Warhammer 40,000: Space Marine 2 Trainer
Re: Warhammer 40,000: Space Marine 2 Trainer
Re: Warhammer 40,000: Space Marine 2 Trainer
Did anyone know how to change the overheat time of the heavy bolt?
Re: Warhammer 40,000: Space Marine 2 Trainer
can someone get me firearm_library_pve.sso with infinite clip (include pistol and plasma pistol)? maybe pm?
every time when i try to do this, I have disconnect (can't connect to the server when I log)
every time when i try to do this, I have disconnect (can't connect to the server when I log)
Re: Warhammer 40,000: Space Marine 2 Trainer
Did anyone try to decipher save files? I know it's some kind of obfuscated and compressed json file, but that's pretty much it.
Re: Warhammer 40,000: Space Marine 2 Trainer
Well i just tried it again with your guidance, was able to find the value, changed it to 297 (37*8+1) ran another mission and still nothing. Im fightin for my life over heredoobiedoo wrote: ↑Sat Oct 26, 2024 8:41 amnever played in PvP or PvE? those victory counts add together.Shmaw wrote: ↑Fri Oct 25, 2024 11:25 pmGosh I feel so stupid, I cannot for the life of me get this to work! I started on tactical, whom i've never played, scanned for 0*8+1, played a game, added 8, played another, added 8 and played 1 more to narrow it down and it i had no results after the final search. I need a tech priest
you can infer your victory count by looking at the "wins to achieve" for the highest level of armor, and compare that to the max number of victories needed to earn the pieces within that armor set. For example, if the chest piece is 10 more wins, the wargear is 12 more wins, then the max number of victory among pieces is 14; if the armor set requires 35 wins, then you can infer you have 23 victories (35 - 12 = 23) and should be searching for 185 (23 * 8 + 1 = 185)

Re: Warhammer 40,000: Space Marine 2 Trainer
you are doing it wrong. i don't think should be looking for 37 wins, that seems like more than is needed to unlock anything. that's like... negative two victories or something.Shmaw wrote: ↑Sat Oct 26, 2024 9:11 pmWell i just tried it again with your guidance, was able to find the value, changed it to 297 (37*8+1) ran another mission and still nothing. Im fightin for my life over heredoobiedoo wrote: ↑Sat Oct 26, 2024 8:41 amnever played in PvP or PvE? those victory counts add together.Shmaw wrote: ↑Fri Oct 25, 2024 11:25 pmGosh I feel so stupid, I cannot for the life of me get this to work! I started on tactical, whom i've never played, scanned for 0*8+1, played a game, added 8, played another, added 8 and played 1 more to narrow it down and it i had no results after the final search. I need a tech priest
you can infer your victory count by looking at the "wins to achieve" for the highest level of armor, and compare that to the max number of victories needed to earn the pieces within that armor set. For example, if the chest piece is 10 more wins, the wargear is 12 more wins, then the max number of victory among pieces is 14; if the armor set requires 35 wins, then you can infer you have 23 victories (35 - 12 = 23) and should be searching for 185 (23 * 8 + 1 = 185)![]()
search_for = (max_victories_to_unlock_highest_tier_armor - most_wins_to_unlock_individual_pieces_of_highest_tier_armor) * 8 + 1
Re: Warhammer 40,000: Space Marine 2 Trainer
Hi, I wonder what "heavyHitDamage" means?
Re: Warhammer 40,000: Space Marine 2 Trainer
how to make heavy plasma and melta infinite ammo? i only got the heavy bolter to work
Re: Warhammer 40,000: Space Marine 2 Trainer
hey guys, I do it!
[Link]
infinite clip (no need reload) on plasma\heavy bolter\etc
infinite ammo (need reload) on melta\bolter\etc
all weapon, except bolt pistole
Re: Warhammer 40,000: Space Marine 2 Trainer
I tried this and only had one value for gold, not sure what I am doing wrong. I was able to change my gold using this though I wanted to get the weapon data.Ninomae Tako'nis wrote: ↑Sun Sep 08, 2024 5:59 pmHere is a quick and dirty guide.Solgriev wrote: ↑Sun Sep 08, 2024 5:36 pmSimilar to other replies, I'm not great with cheat engine and use scans to alter at best. How do you find the address specifically? For your example, would you suppliment Address A and Address B as what your currency is? I.e. 3 gold data. Then you would put 3+24 and 3-48 into a new scan to find the approximate value?
There are simpler ways to do this but I believe this is the most beginner friendly way to explain it.
1: Find the value of your gold and multiply it by 8 and add 1. (Ex: 100 gold x 8 = 800 +1 = 801)
2: Search for the value above using a 4 byte scan.
3: Gain or spend the gold and search for the new value. (Also multiply by 8 and add 1)
4: You should have 2 values left (Lets call them A and B).
5: Add them below with the red arrow and change both to whatever you want your gold value to be.
6: Now highlight and copy/paste them into the bottom window, press OK. (You will have 2 of A and 2 of B now)
7: Click on the address of the new A and in the window that opens put +8 in the address box, press Ok. (Ex: 00000000+8)
8: Do the same for the new B but use -18 instead. (Ex: 00000000-18)
9: These new codes are the address to your green currency. Change the value to whatever you want.
10: To find purple, copy and paste the original A and B again to create 2 more. Edit these but use +10 and -30 instead.
11: For gold, use +18 and -48.
12: ???
13: Profit!
Re: Warhammer 40,000: Space Marine 2 Trainer
Turns out the offsets needed were these, still dont know why i only had one address but the minus offsets in my case were sufficient.Jaevwyn wrote: ↑Sun Oct 27, 2024 3:39 pmI tried this and only had one value for gold, not sure what I am doing wrong. I was able to change my gold using this though I wanted to get the weapon data.Ninomae Tako'nis wrote: ↑Sun Sep 08, 2024 5:59 pmHere is a quick and dirty guide.Solgriev wrote: ↑Sun Sep 08, 2024 5:36 pmSimilar to other replies, I'm not great with cheat engine and use scans to alter at best. How do you find the address specifically? For your example, would you suppliment Address A and Address B as what your currency is? I.e. 3 gold data. Then you would put 3+24 and 3-48 into a new scan to find the approximate value?
There are simpler ways to do this but I believe this is the most beginner friendly way to explain it.
1: Find the value of your gold and multiply it by 8 and add 1. (Ex: 100 gold x 8 = 800 +1 = 801)
2: Search for the value above using a 4 byte scan.
3: Gain or spend the gold and search for the new value. (Also multiply by 8 and add 1)
4: You should have 2 values left (Lets call them A and B).
5: Add them below with the red arrow and change both to whatever you want your gold value to be.
6: Now highlight and copy/paste them into the bottom window, press OK. (You will have 2 of A and 2 of B now)
7: Click on the address of the new A and in the window that opens put +8 in the address box, press Ok. (Ex: 00000000+8)
8: Do the same for the new B but use -18 instead. (Ex: 00000000-18)
9: These new codes are the address to your green currency. Change the value to whatever you want.
10: To find purple, copy and paste the original A and B again to create 2 more. Edit these but use +10 and -30 instead.
11: For gold, use +18 and -48.
12: ???
13: Profit!
dysgraced wrote: ↑Mon Sep 09, 2024 1:57 amFor my offsets, I got this:cobaltlotus wrote: ↑Mon Sep 09, 2024 1:48 amSo, for purple addresses, offset +16 and 36 from coin address, and for yellow armory data offset by +24 and then -54 from coin? I just want to make sure I understand this clearly before I give it another shot.Ravenask wrote: ↑Mon Sep 09, 2024 1:46 am
Offset once from coin addresses for green data, offset twice for purple data, thrice for gold data . You need to:
1, find out your coin addresses, there should be two and you need both.
2, offset the lower one by +8 and the higher one by -18 for the green data addresses. Or the other way around, double check memory region to be sure.
3, repeat for purple, repeat again for gold.
A is the positive offset from the first currency address, and B would be the negative offset from the second currency address.
Green: A+8, B-18
Purple: A+10, B-30
Gold: A+18, B-48
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- What is cheating?
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Re: Warhammer 40,000: Space Marine 2 Trainer
Appreciate the hard work, but when I tried this, unfortunately the infinite ammo (for the reloadable weapons like the bolters) is only visual, you still run out of ammo reserves after shooting enough.
How do we fix this?
Re: Warhammer 40,000: Space Marine 2 Trainer
probably needs isInfiniteClip = True as well as isInfiniteAmmo = Truesanman2006 wrote: ↑Sun Oct 27, 2024 8:04 pmAppreciate the hard work, but when I tried this, unfortunately the infinite ammo (for the reloadable weapons like the bolters) is only visual, you still run out of ammo reserves after shooting enough.
How do we fix this?
-
- Noobzor
- Posts: 12
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Re: Warhammer 40,000: Space Marine 2 Trainer
is there a bypass for the 4.1 update yet?
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